Rust GameDev: This Month in Rust GameDev #44 – March 2023 Welcome to the 44th issue of the Rust GameDev Workgroup’s monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem… Continue Reading →
Castle Game Engine: Visual Studio Code and LSP server improvements A big personal news from me is that I switched from using Emacs for almost-everything-I-do-on-computer to VS Code about a month ago. There have been a few reasons (yes, including this). I was exploring VS Code already, finally decided to see what happens if I try to use it for everything and now I’m happy … Continue reading ➤ Continue Reading →
Release candidate: Godot 4.0.3 RC 1 More improvements come to the stable version of Godot 4 with the 4.0.3 patch release. Here’s the first release candidate to test the changes before they go live. Continue Reading →
Libre Arts: Audacity 3.3.0 released The release notes for Audacity 3.3.0 say it’s “focused on under-the-hood changes”. It’s true, but there are some very useful and long-anticipated new features too. Number one feature, in my opinion, is the newly added musical ti… Continue Reading →
Libre Arts: Weekly recap — 23 April 2023 Week highlights: new releases of BeeRef’s fork, Armory3D, and topologicpy, new features in GIMP and FreeCAD, Inkscape is looking for an experienced GTK4 developer. GIMP We shouldn’t be expecting lots of new features at this sta… Continue Reading →
Castle Game Engine: Simpler castle_base Lazarus package, no longer depends on Vampyre LPK Going forward, CGE doesn’t depend on Vampyre packages LPK. We of course still (proudly!) use Vampyre Imaging Library for most of our image loading/saving needs, we just refer to these units a bit differently. There’s nothing for you to do. You can uninstall VampyreImagingPackage.lpk and VampyreImagingPackageExt.lpk from Lazarus IDE if you had them only for … Continue reading ➤ Continue Reading →
Dev snapshot: Godot 4.1 dev 1 Here be dragons! First development snapshot for the upcoming Godot Engine 4.1 is available to early adopters and adventurous types. Continue Reading →
Castle Game Engine: DSDrive – a new racing game made in Castle Game Engine We’re proud to present DSDrive, a simple racing game developed by DidiSoft entirely with Castle Game Engine and Lazarus (and Blender and LazPaint). It is a car race game against 10 opponents and/or time on three different racetracks. In the box you can change the tires, refuel, adjust the brakes and adjust the wing angle. … Continue reading ➤ Continue Reading →
Release Management Post Godot 4.0 We outline our plan for future Godot releases and Godot 4.1 specifically, which you can expect at the end of June, after three months of feature merging and one month of bug fixing. Continue Reading →
Godot 4.1 Rendering Priorities For 4.1 the rendering team will be focusing on performance, stability, and usability. Continue Reading →